I recently founded Arjinx to publish a varied collection of
my creations and inventions. Foremost, I created a
cross-platform game for smartphones, and I've started
developing a second game. I've written several books
including children's stories, recipe books and puzzle
books which will be published through the company. I
have also invented a number of 3D puzzles that Arjinx
will manufacture and sell. Additionally, I'm developing
a desktop version of my Profundicator, a text-display
device for delivering laughs and witticisms to all
(version 2.0 will connect to the Internet).

I spend the other 50% of my time working on a secret project
(with patentable technology).

As senior manager of SCEA's centralized core technology team, I led
development of low-level runtime system technology for the PS3, the
PSP, and the new PS Vita. Additionally, we created development and
debugging software tools for Windows, Mac, and Linux, and architected
an automated testing and diagnostics system that now is in use
company-wide. Some of our runtime components and tools have become
part of the SDK distributed by Sony to all developers. At the
height of the PS3 effort I had a team of 15 employees and 20
contractors.

GlobalVR has a brilliant idea: take a popular PC or console game
and create an arcade version of the game.
We diced the game into 2-minute segments arcade-style,
wrapped a thin UI layer around the game to take tokens
and allow level selection and etc.,
and slapped in database and network code to allow identity and high-score
database operations to be communicated with the mothership.
I was responsible for developing and supporting
the tools and technology that went into the
development and run-time of these games.
I guided the development of most cabinet-side system software,
the scripting language,
a bevy of other support and development tools, device drivers,
and, chief of all, the UI tool and underlying technology.
Plus the IT department and all the db and server and backup hardware,
software and equipment acquisition was my
responsibility.

2003 - Consulting - Rjave Redux

Helped out in several efforts, especially, happily, a number of start-ups
that people once again are considering. I worked with Motorola on a design
of a new phone/entertainment device.
My most enjoyable client during this period was Barracuda Networks,
where I was Anti-Spam Hero; my algorithms and implementations
helped strike terror in the hearts of spammers everywhere.

Fathammer develops mobile entertainment engine technology that allows
game developers to bring console-quality 3D games to a wide range of
mobile devices. Fathammer provides a complete suite of tools and
technologies to support mobile game development. I was responsible
for overseeing the design and architecture of the engine and toolset,
and to help guide the future development of the technology. Also, I
acted as company spokesman, technology evangelist, and speechmaker
(Milia, E3, GDC and GDCE, COMDEX, CTIA, Pocket PC Conference, HP
Bazaar, and Assembly) when I had the time. After I left Fathammer I
stayed on as a member of the advisory board.

Red Jade aimed at launching a new handheld entertainment device.
I was
the Vice President of Software, responsible for all internal system
software technology under development at Red Jade, including the
architecture and implementation of the system software, the operating
system itself, the suite of application programs that we would include
with the retail system, our Internet distribution system, tools
development and our development environment, the Red Jade user interface
definition, and QA and MIS reported to me too. My software group had
three directors (one who managed the Sweden office) and a total of 20
employees plus several contractors. The plan was to grow the software
department to 250 employees over the following year.

I undertook a number of very interesting design projects with various
clients, including Gateway and Shell Oil of the Netherlands, and consulted
with the development effort for some game designs. Also I implemented a
LAN based on a Linux server, which supported Macintosh and Windows
machines as well.

In my spare time I wrote works of fiction. My first book was called
"Building a House." I started work on a second book, "The Other Key."

In 1996 I became President of Prolific Publishing and founded a
new company, Glassworks.

Prolific is a company that creates entertainment software, with
a particular aim at creating online multiplayer games. I opened the
North office for Prolific and hired 25 people to staff the development
effort. At the same time I founded a company named Glassworks with the
charter of inventing an infrastructure that would support the creation
of user-extensible multiplayer entertainment environments, which
environments would be unified into a single space that includes games,
living worlds, parks, schools, and any other area or activity that the
consumers desire. Glassworks grew to have 5 employees. Prolific was
creating the software that would utilize the Glassworks technology,
to prove and help popularize the concept.

In 1990 I co-founded NTG (New Technologies Group), a company
formed to design a new game system which was destined to become the
3DO entertainment multiplayer. NTG grew to 32 employees before we
were merged into the 3DO company.

At NTG I was co-inventor of the 3DO system, with my
long-standing friend and partner Dave Needle and with our excellent boss
of many years, Dave Morse. I co-designed the 3DO hardware platform, and
I architected Portfolio, the 3DO's true multi-tasking operating system.
I was one of the system software programmers when the team was still
small. I wrote the early drafts of the documentation, was one of the
designers of the development tool suite we created for the 3DO
developers, and I was "producer" of two game design efforts too. Much
of our work on 3DO and Portfolio has been patented.

There were 11 people on the operating system team and 8 on my
title development team. Also, I utilized a number of contractors. At
my high-water mark I managed 21 people. I'm most comfortable with 8
to 10 direct reports, though I have a broad capacity to handle a wide
range of personnel needs and demands.

When NTG merged with 3DO, I was made VP and Fellow of 3DO. As
Fellow I contributed to a broad range of efforts within 3DO, from the
top-level strategy meetings to the design of 3DO's second generation
system, M2.

1987-1989 - Lynx Handheld Game System - Epyx
Vice President of Advance Technology

Under the auspices of a game company called Epyx I was
co-inventor of the first color hand-held game system, the Lynx, which
finally was acquired by Atari.

I was co-designer of the Lynx hardware system, and I implemented
an entire software development suite including a run-time library of
hardware interface routines and a celebrated set of debugging, art and
audio tools. We received many patents for the Lynx.

In addition, we developed 6 games to be available at the launch
of the system. I produced these 6 titles, was co-designer of several
of them, and managed the programmers, artists and audio/music designers.

The Amiga computer was, at its time, a state-of-the-art machine,
the first full-color personal computer and the first PC with a full
multi-tasking operating system.

As software engineer, I created development tools and animation
system software. I then went on to invent Intuition, the Amiga user
interface system software, which was a highly-renown full-featured
windowing and menu interface for the Amiga. I received my first patent
for Intuition. Also, I was a contributor to the design of the Amiga's
hardware system.

At the high point of my responsibilities at Amiga I was the
Director of Software.

After I left Commodore's employ I became an independent
contractor, serving the Amiga community by creating development and
support tools and games for a number of clients.

Williams Electronics was, at the time, the premier developer of
video arcade games. I worked on several games while there, creating
special effects, enemy intelligence, general game, graphics and
interface logic. I also contributed to documentation development, and
I coordinated the Star Rider project.

1981-1982 - Software Generalist - Sciaky Brothers
Software Engineer

My first computer science job! Sciaky made this extremely cool
electron-beam
welding equipment. I created a bunch of system and database code for them
and contributed to the implementation of the real-time control
software.